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I'd like to make a transformer. I start with a car. There are three ways of doing this:

  • using shape keys (my car consists of one object, but more than a single mesh) and keyframe the influences
  • use armature (my car consists of more than a single object and each object consists of a single mesh) and parent each object to a bone (CtrlP)
  • use armature (my car consists of one object, but more than a single mesh) and parent each vertex group to a bone.

In the 3rd case, what is the best way to achieve this:

  • name the vertex group the same as the bone so they are automatically matched and parented
  • or use at each bone a Bone constraint, use as object 'car', and use the wanted vertex group?
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    $\begingroup$ I'd suggest using an armature, particularly for rotations. See blender.stackexchange.com/q/7189/599 $\endgroup$ – gandalf3 Nov 6 '15 at 7:39
  • $\begingroup$ if your meshed don't change "shape", but are only transformed (of course in this case :D ) "shape" keys are not suited... but sometimes there could be is some action (or cheating), doing this sort of things, and some mesh could change (maybe slightly) its shape... in that case you could use both armatures and shapekeys, where is appropriate. $\endgroup$ – m.ardito Nov 6 '15 at 8:19

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